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Roadmap
Chris Oelmueller edited this page Jun 9, 2013
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- Work on completion of tier 4
without target milestone.
-
Plague
(kilian) -
settings
(squiddy) -
scenario_message
(ThePawnBreak) -
map-preview
(squiddy) -
overlays
(feel free to take) -
fertility
(gui only) -
research
(gui mockup only) -
loaders
(squiddy) -
tabwidget
(squiddy+chris, no progress) -
cegui
(squiddy, sandbox) -
multiplayer_improvement
(mesutcan, needs wrap-up)
- Military ground units
- Production of weapons and units
- Unit transportation
- Related buildings: barrack, gunsmith
- 2 food types, to reflect the many kinds of food production in the gameplay
- Rivers: generally rather liked, but could need a well thought-out design and not too trivial implementation
- This is part of the ambient gfx/nature issue
- Research
- New settler design (consumption, happiness, taxes, upgrading)
- extend first scenario, add second scenario
- fisher assignments + fisher unit before boatbuilders are available
- [Resource groups] (http://wiki.unknown-horizons.org/w/Resource_groups): [Group proposal] (https://docs.google.com/spreadsheet/pub?key=0AgG5ocrVYfURdF9faTAtMmExUUt1Z1h2VWs2emdLVEE&output=html)
- military ground units (possibly unit transportation) (Kilian)
- building radius highlight improvements (nihathrael)
- [Climate zones] (http://wiki.unknown-horizons.org/w/Climate)
- plague #1275
- cattle run
- blender #629, spice field #625
- vineyard #1448, vintner #605
- pastry shop, cocoa field #1448, alvearies #1450
- Collectors
- currently, refiners such as weaver, distillery, smeltery, toolmaker and brickyard use the BuildingCollector which requires no road connection to collect stuff in range of its home building
- question: how do you want to behave our refiners? ideas for a consistent approach? when is a road connection required and when is 'being in range' sufficient?
- Lock buildings and residential upgrade requirements
- Right now, having one residential building upgrade to a new tier unlocks all buildings of that tier forever
- We want to discuss whether to keep the current implementation or add a more fine-grained structure
- e.g. on first upgrading inhabitant, unlock all buildings but not the service providers and perhaps one resource production chain
- then, unlock the service providers after a certain number of inhabitants in this tier exists
- unlocking new things is always a good feeling for players (and this might also reduce the overwhelming amount of new buildings in new tiers, where you can't really enjoy a single one because you got all of them)
- problem: communicating this barrier to players. solution: deactivate and modify tooltip in build menu. sufficient?
- whether or not to add further requirements for advancing to next tier
- and how those could look like (settlement size / inhabitant amount in certain tier)
Home > Documentation >
- [Design Document] (TODO)
- Read the Docs
- Scenarios
- Packagers
- Multiplayer
- Pychan pitfalls